Past raif topics: Game Mechanics: part 1: Difference between revisions

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==Simulation / world limits==
==Simulation / world limits==


''See also => [[Past raif topics:  IF Theory: part 1#Mimesis / game consistency & completeness]]''
''See also => [[Past raif topics:  IF Theory: part 1#Mimesis / game consistency &amp; completeness]]''<BR>
''See also => [http://emshort.home.mindspring.com/simul2.htm Problems in IF Simulationism (Emily Short)]''
''See also => [http://emshort.home.mindspring.com/simul2.htm Problems in IF Simulationism (Emily Short)]''



Revision as of 09:32, 29 September 2005

This is part one (of two) of a collection of Past raif topics to do with the mechanics of IF games, such as puzzles, game world physics and navigation.

The rest may be found at Past raif topics: Game Mechanics: part 2.

If you add or change any of the sections on this page, remember to update the entry on the Past raif topics page as well.

Puzzles

See also => Past raif topics: IF Theory: part 1#Puzzles & winnability

Hints and walkthroughs

See also => David Welbourn's game walkthroughs

Red herrings & decoration objects

Scoring

Helping new players

Game physics / world model

Simulation / world limits

See also => Past raif topics: IF Theory: part 1#Mimesis / game consistency & completeness
See also => Problems in IF Simulationism (Emily Short)

Modelling actions & objects - general

Implicit actions

Visibility / scope of objects

Containers & inventory limits

Time

Mapping

Compass directions / navigation

Locations, movement & exits

See also => Past raif topics: Game Mechanics: part 1#Compass directions / navigation


Past raif topics: Game Mechanics: part 2